The official TBC client for macOS doesn't work on Intel-based (x86) machines, because it was made for the no-longer supported PowerPC architecture. EDIT: The PowerPC client appears to be working again (with a trick), however from my own tests, the client is buggy (mission control), the performance has been terrible and you can't max out the settings as you can with this solution, so I still do recommend the solution from this guide.
However you can still play TBC on a Mac by using the Windows version with Wine, but this solution isn't as elegant and easy-to-setup as it could be, so I've decided to make a proper macOS app (bundle), that behaves just as a normal macOS application and it doesn't require any installation or additional software (Wine is already bundled with the app). You literally just have to start the app.
I have used Winebottler for this purpose, however I've modified the package quite a bit, because Winebottler is meant for packaging installers (the original package copied its entire content to a hidden location and used that, which meant that the install size doubled and also accessing the addons folder or the config was pretty annoying).
So here's how it works:
Download the Disk Image from here
Launch the image and Drag&Drop "The Burning Crusade" inside the Applications folder.
Unmount the disk image and launch "The Burning Crusade" from your Applications folder, from Launchpad or from Spotlight.
And that's it. The realmlist is already set to logon.sunwell.pl.
If you want to change the realmlist, config or just install some addons, simply right-click (or ctrl+left-click) on the app and choose Show Package Contents. Then double click on the GO TO WOW DIRECTORY link.
The game works perfectly fine. I've tested this on a Hackintosh with macOS High Sierra 10.13.6, with an AMD Ryzen 5 CPU and an AMD RX 570 GPU.
You can remove this app by simply dragging it to the Trash.

Mining 1 to 375 Guide
What you're going to need:
Mining skill (obviously). Go see your local mining trainer to get trained.
A mining pick. Can't mine without one (these can also be enchanted if you want, makes absolutely no difference, but it's cool to have. Even if you have your mining pick enchanted the standard mining animation remains the same, so you actually see that nice demonslaying glow you got put on there. You will only see the glow when you equip it like a normal weapon. A player on our server even had a Crusader enchant put on their mining pick and told me that the proc happens when they mine, cant confirm this for sure, but it does seem really pointless).
Optional, but recommended extra: get the cheapest pair of gloves you can find and get them enchanted with +5 mining skill (shouldn't cost you more than 2g, as it takes 3 x Truesilver Bars and 3 x Vision Dust). Don't bother with the +2 enchant as it's not worth it.
If you're an engineer then make yourself a Goblin Mining Helmet as this will add +5 to your mining skill.
Also, please remember that mining nodes only appear on the side of hills, cliffs, mountains etc. So your unlikely to find any ores in the great rolling plains, unless there is a small hill there. Also note that Darnassus has NO ore whatsoever! So if you're a Night Elf and want to mine, get your booty over to Darkshore ASAP. So with that in mind, always follow the cliff faces or hillsides.
Mining 1 to 65
Mining Copper
Estimated number of nodes to mine = 30
This bit is easy. Mine about 50 copper and smelt. You can use any of the following suggestions for mining routes or make up your own, as copper is so abundant:
*At level 50, go back to the mining trainer and learn Journeyman Mining.
Horde
* Undead: Start at the entrance to Deathknell, looking out towards Brill. Head South and follow the cliffs all the way round to The Undercity. Skip past UC and keep following the cliffs up to The Bulwark. Now head North up to Scarlet Monastery, hugging the cliffs as you go. When to reach the coast, head west and then south to follow the cliffs down and round to Agamand Mills. Follow those hills south again to get back to your starting point. Average amount of copper ore from this run, should be about 30-40.
* Tauren: Mulgore. The natural geography of this place makes it easy to run around. Just pick a starting point and follow the cliffs all the way around in a circle. Remember to check out the Venture Co mine on your way round. Average amount of copper ore from this run, should be about 40-50.
* Orc & Troll: You could just do whole circuits of Durotar, but there is so much copper round here that small routes are just as productive. My favorite routes are:
* Start at the gates of Orgrimmar and head East towards Skull Rock (make sure you go into Skull Rock and mine the ore there too). Head a short way south to where that Orc is standing on his lonesome, then head back West following the cliff face (keeping the Zep Tower in sight). Carry on over the road and across the top of the canyon and on to the coast. Head North up to the cliff face and then East back to Orgrimmar. I get about 30-40 copper ores from this short run on a good day.
* Start at Razor Hill and head West towards the Quilboar grounds. Hug the cliff face until you reach the river, then head north until you reach Orgrimmar. Head East until you see the first little farmstead, now head south and drop into the canyon. Follow the canyon out and head South East until you reach Razor Hill again. You'll get about 25-30 copper ores on this route.
Alliance
* Human: Start at Goldshire and head East following the cliff face to the north of Crystal Lake. When you get the north of the Logging Camp head South. Follow the river to the border of Elwyn forest and Duskwood, then head North West back towards Goldshire (make sure you visit the two mines on this route). This route should net you about 30-40 copper ores.
* Night Elves: Your going to have to go to Darkshore, as Darnassus has no ores whatsoever! So start at Auberdine and head directly east until you reach the cliffs at the edge of the map. Now head south, hugging the cliff face as you go. When you get to the entrance of Ashenvale, head west to the coast and then North back to Auberdine. Head out from Auberdine, directly to the East (same as you did at the start of this route), but when you reach the cliffs this time head north. Just follow the cliffs to the North and back round the coast, heading South again to Auberdine. I find this figure of eight pattern to be easier than taking Auberdine in one whole route, but that's just me. Feel free to improvise it. Normally get about 40-50 copper ores from this entire route.
* Dwarves and Gnomes: Ah, the home of mining and possibly the best place to start, Dun Morogh! You really don't need a route around here, copper is everywhere, if you can't find a decent route yourself, then you're beyond help! But, I will tell you my favourite route. Start at Kharanos and head to the Wendigo cave (you all know where that is, right?). Clear cave and then continue on West, following the cliff face. Carry on until you hit the main road then head North up to the Frostmane Hold. From there head directly east over to Shimmer Ridge, then North up to Ice Flow Lake. Now follow the cliffs down to Ironforge, on to Misty Pine Refuge and back round to Kharanos. This run normally nets me about 40-50 copper ore.
* Another good run in this area is the Gol'Bolar Quarry. Circle the outside, around the top, then drop down and into the mines. I can get about 20 copper ores on this short run.
Mining 66 - 125
Mining Tin, Silver, Incendicite and Lesser Bloodstone
Estimated number of nodes to mine = 60
This part is a pain in the butt, if you don't have a mount (well its all a pain in the butt, if you don't have a mount) as the Tin Veins your going to need to mine are more spread out and not as common as the Copper you just being mining. You also stop getting skill up's from smelting after about level 85 (Silver is the last thing to give you a skill up). The leg from 100-125 is also pretty bad, as Tin is green at this stage and therefore your getting skill ups at fewer intervals (just pray its a Silver spawn, instead of Tin, as this will still be yellow to you).
Horde & Alliance i*even on PvP servers you can still use these routes and areas.
Easiest way to level up to 125, is to go to The Wetlands and find Thelgan Rock (its near the entrance to Dun Algaz - 53,64 for those with location addons). There is a cave there, that is full of spiders and a quest ore called Incendicite. This is an Alliance only quest, but Horde can still mine the ore. Now the ore itself is worthless and only used to complete the quest, but you can mine it from level 65 until about level 125. The nodes respawn quickly and you can level up your mining in less than an hour if your the only one in the cave.
If your Alliance and want to do the quest, go see Pilot Longbeard in The Miltary Ward in Ironforge for the starting quest. He'll send you to speak to Pilot Stonegear in Kharanos, who then gives you the quest. Thankyou to everyone who suggested this, especially Plog
Lesser Bloodstone: go to the cave in north east Arathi Highlands, just to the east of Hammerfall (path to cave is at 80,40) and mine the nodes inside. It's used as part of a quest chain that's started in Booty Bay by Corporal Kaleb (in the tavern). You only need to keep four of them for the quest. Thanks to Garleth for this one
I actually combine two of my routes here, if I have time. They are as follows:
* Start at The Crossroads and head West towards the entrance of Stonetalon Mountains. Then head south, hugging the cliffs as you go. Follow the cliffs all the way down south until you reach Blackthorn Ridge, just north of Razorfen Kraul. Follow the cliff to the main road and over. Continue heading east and then north up to the entrance to Dustwallow Marsh. Carry on going north until you reach Northwatch Hold and then head up to the Raptor Hills and the Quilboar Village. Now head back to The Crossroads.
* Start at the bottom of the Great Lift in Thousand Needles and head northwest up to Camp Ethok, following the cliff face as you go. Continue on till you reach the border of Thousand Needles and Feralas, then head over to the other side of Thousand Needles and follow the cliffs south. Make a detour when you reach Highperch, as there are a couple of Tin / Iron veins here. Carry on heading south until you reach The Screeching Canyon. Have a quick run into the cave here and pick the couple veins that normally spawn here. Continue south past Freewind Post and all the way to Windbreak Canyon. Now head north, again hugging the cliff face as you go and make your way up to Splithoof Crag. There is a Centaur Village here, with a cave that can have 4 or 5 veins (both Iron and Tin). Mine it. Carry on north past Darkcloud Pinnacle and back to the Great Lift.
Combine the two routes above for a 90-minute (ish) trek that can net 100+ copper, 50-70 Tin and 30-40 Iron.
There only two other places that I bother mining for Tin and that is:
* Hillsbrad Foothills: No route here, just do full circuits.
* Ashenvale: Again no real route, just do full circuits.
But you could also try the following places:
* Wetlands: Start at Dun Modr and follow the cliffs to the southeast down towards Raptor Ridge. From here either go around Grim Batol, if you're a high enough level to cope, or follow the cliffs towards Mosshide Fen and onto The Igan Rock. Once there head over to Dun Algaz, then north to Angerfang Encampment and onto Whelgars Excavation Site. Now head north past Ironbeards Tomb and back to Dun Modr.
* Redridge Mountains: Start in Lakeshire, head north to Rethban Caverns and follow up to Renders Camp. Head south and follow cliffs to Alther's Mill. Carry on east towards The Tower of Ilgalar and then loop round that and to the south, heading towards Renders Valley. Carry on to Lakeridge Highway and over to The Three Corners. Now head back to Lakeshire.
Mining 126 - 175
Mining Iron and Gold
Estimated number of nodes to mine = 100
*At level 125, go back to the mining trainer and learn Expert Mining.
From now on both Horde and Alliance can follow this guide easily, so I'll won't have separate sections.
* Do the Thousand Needle route above, but take in The Shimmering Flats as well this time.
* Desolace: If you're Horde, start at Shadowprey Village and head into the Valley of Spears. Follow that through and out and over to the Kodo Graveyard (you could do a quick circle or move on here). Head east to the Magram Village and loop round and down to Shadowbreak Ravine. Follow that through and onto the Mannoroc Coven to the west. Carry on west to the Gelkis Village and make your way back to Shadowprey Village. If you're Alliance, then start at Nijel's Point and head southeast to Sargeron, then south to the Kolkar Village. From here you could carry on down south and complete the Horde run or head west to the Kodo Graveyard. From the Kodo Graveyard, head northwest to Ethel Rethor and then northeast ish to Thunderaxe Fortress. Follow round to the north and up to Tethris Aran and then back east to Nijel's Point.
* Ashenvale: start at the entrance to Ashenvale from The Barrens and head to the west. Skip round the Battleground entrance (only if your Horde) and carry on to the river. Follow the river north, trying to keep as close to bank as possible, so that you can see spawns on both sides of the river. Keep following the river till you get to just before Xavian in the north. Now head east to the next river and cross over to Saytrnaar and onto Forest Song (watch out for those elites). Now head south through the Warsong Logging Camp if your Horde or skirt around it if your Alliance and continue on down through Felfire Hill and onto Demon Fall Canyon. Now head west through Nightsong Woods and back to your start point.
* Badlands: start at Apocryphens Rest and head south to Camp Cagg, then east to Mirage Flats. Now follow cliff face all way to Camp Boff, past Agmonds End. Head north past Dustwind Gulch and onto Hammertoes Digsite and then northwest to Angor Fortress. Now follow the cliffs west all the way to Kargath (or just before it, if Alliance) and back down to Apocryphens Rest. Remember to divert off slightly at each point where the Rock Elementals gather and do a quick tour of their spawn spots.
* Arathi Highlands: start at Thandoll Span and head east then north to Boulderfist Hall. Follow cliffs round to Witherbark Village and continue north up to Hammerfall. If you're Horde, loop round the back of Hammerfall and continue on to the west. If your Alliance, go as far Drywhisker Gorge (remember to check inside, both Horde and Alliance) and then loop round Hammerfall to the south and back up to the northern cliffs. Follow cliffs west to Dabyries Farmstead and then head south past Refuge Point and back down to Thandoll Span.
* Alterac Mountains: start at the entrance to the Ruins of Alterac and head west past the Growless Cave. Follow the ridge around the ruins and keep going to the end. Now drop down to the coast (you can make a series of jumps to get down, without dying). Now head north to Dandreds Fold. Head east through The Uplands, zigzagging between the two cliff faces as you go until you get to Strahnbrad. Now follow the road back to your starting point. If you're a high enough level, go into the ruins and do a quick sweep.
* Stranglethorn Vale: couple of small but good routes here. First one is to the north of Grom'Gol Base Camp. Start at Nessingwarys Expedition and follow the hills around the front of the three sets of ruins (Kalai, Balal and Zuuldaia) and then back round to the north of them and return to Nessingwarys Expedition. Second route starts at Kurzens Compound to the north of Zul'Gurub entrance. After a quick circle around the compound, head south down to Mosh'Ogg Ogre Mound. If you're a high level, then do a sweep of the cave and carry on south to the Ruins of Zulmamwe. Keep heading south past the Crystalvein Mine and the Ruins of Aboraz. Carry on into the Mistvale Valley, now heading west towards the main road. From here either head to Booty Bay or follow the road back up north to your starting point.
* Swamp of Sorrows: couple of nice little spots here. Check around Ithariuss Cave where the Green Whelps are and also around The Stagalbog. Remember to check inside the Stagalbog.
Mining 176 - 250
Mining Mithril and Truesilver
Estimated number of nodes to mine = 125
*At level 225, go back to the mining trainer and learn Artisan Mining.
So now we come the real money making stuff, Mithril. This stuff is used in such quantities by Engineering and Blacksmithing that you will always sell what you mine for a good profit.
* Blasted Lands: just do full circuits, simple.
* Searing Gorge: again, just do full circuits. You can do what I do and do a full circuit of the perimeter of Searing Gorge, then drop down into The Cauldron and do a circuit of that (inside and outside). Also remember that at level 230, you can mine Dark Iron, so pick that up too.
* Badlands: two good places here. First is Camp Cagg. Just do a circuit round it, taking in the Rock Elementals spawn point as you go. Second place is Lethlor Ravine. If you start by the Master Dragonscale Leatherworker and head into the Ravine and loop round to the north and back out and south past Uldaman back entrance, then you'll pick up a good amount of Mithril.
* The Hinterlands: start at Aerie Peak and follow the cliff face to the south and east. Now just go around the south cliff face until your get past Jintha'Alor, then north up to Seradane and then west back to Aerie Peak.
* Western Plaguelands: do circuits of the Ruins of Andorhal.
* Azshara: start at the Legash Encampment and head east to the Bitter Reaches. Loop round to the north and back west along the coast past the Jagged Reef and then back down to the Lagash Encampment again.
* Winterspring: start at the Timbermaw tunnel entrance and follow the cliffs to the east past the Hot Springs and all the way over to Starfall Village. Just before you get there, head south to Lake Kel'Theril and then follow the cliffs west all the way back to your starting point.
* Felwood: only if your there. Don't go out of way to mine here, but if you happen to be in the area (i.e. grinding Timbermaw rep) then look out for a few Mithril nodes here.
* Stonetalon Mountains: quick circuit of The Charred Vale can net you 10-15 Mithril ores.
* Desolace: grab yourself some underwater breathing potions and head to Ranzajar Isle. Theres a good number of Mithril nodes in the sunken ruins round here and very few people mine them. You can also take a run through the Valley of Spears and down to Mannoroc Coven to pick up the Mithril nodes there.
* Tanaris: bit of a long one this, but can be well worth it. Do full circuits of Tanaris, but drop down into The Noxious Lair and The Gaping Chasm to pick up the nodes that virtually nobody mines, unless they are questing in there.
Mining 251 - 300
Mining Thorium
Estimated number of nodes to mine = 160
This is the reason you took up mining, Thorium. What a moneymaker. Your also looking to get Arcane Crystal from the rich veins, which will sell for about 20g each (depends on your server).
* Un'goro Crater: just go round and round the crater, making sure you drop down into The Slithering Scar and take a detour into Fire Plume Ridge. There is loads of Thorium to be had here, which is why its farmed constantly, so you will be competing for nodes here.
* Azshara: start at the Ravencrest Monument and follow the coastal cliff all the way round to the Tower of Eldra. Then head back west to the Legash Encampment in a zigzag pattern from coast to coast. You may also want to drop into the Ruins of Eldarath and pick up the couple of nodes that spawn there. Azshara isn't the greatest place to mine Thorium, due to its natural geography, but that does mean its less popular and therefore your likely to have less competition.
* Winterspring: start at Everlook and head south to the Ice Thistle Hills. Make a quick sweep of the yeti cave here and then back out and to the south. Keep going till you get to Owl Wing Thicket and make a small circuit there. Now you can either carry on south into Frostwhisper and Darkwhisper Gorge's if your happy about avoiding the elites there, or you can head west over to Mazthoril for the slightly lower level elite area. Once at Mazthoril, you can either sweep the main cave (only recommended for Druids, Rogues or Hunters) or carry on up to Lake Kel'Theril and back round to Everlook.
* Blasted Lands: not a massive amount of Thorium to be had here, but good for a quick run, whilst your looking for Mithril.
* Searing Gorge: same as the Mithril run above.
* Burning Steppes: No real decent run here. Just do full circuits picking up Dark Iron as well.
* Eastern Plaguelands: start at Tyr's Hand and head north past Lights Hope Chapel. Go past The Noxious Glade and onto Northdale. Head west to Northpass Tower and then south to Blackwood Lake. Carry on south to the Pestilent Scar and then onto Lake Mereldar and back to your starting point. You may want to throw in a quick diversion to The Fungal Vale, in between Northpass Tower and Blackwood Lake.
*Western Plaguelands: start at The Weeping Cave and head south to Gahrrons Withering and then west to Dalsons Tears. Head northwest from here to the edge of Felstone Field and follow the cliffs north into the Northridge Lumber Camp. Follow the path up towards Hearthglen and then double back once you reach the watchtower. Head south and follow the cliffs all the way back round to The Weeping Cave.
Mining 300 - 330
Mining Fel Iron
Estimated number of nodes to mine = 30
Mining mainly Fel Iron.
Start at the Dark Portal and face nor, north-west. Following the edge of the world round in an anti-clockwise fashion round the back of the Dark Portal and loop round. Continue following the edge of the world and end up in Void Ridge. Either take the small valley shortcut to Zeth'Gor or continue on round the mountains and loop back south to Zeth'Gor that way. Follow the mountain line down to Spinebreaker Post and onto the Expedition Armoury. Follow the edge of the owrld until you reach the where the Ravagers are and then head north. Stay to the eastern side of the broken walls leading to Hellfire Citadel and then drop down and back up when you reach the Citadel proper. Continue north, skirting round Thrallmar on the western side until you reach the edge of the world again. If your Horde, head back through Thrallmar and then north up into the Forge camps. If your Alliance, head south past Thrallmar and loop back up to the Forge Camps. From here head east, following the mountains and then south. If your really daring (read: suicidal) then head up onto the Abssyal Shelf and mine all the nodes there. If your flying, there is normally one or two nodes that you can get to without dying, but to be honest it isn't really worth the effort.
Now head back to the Dark Portal to complete your circuit.
Start at the entrance to Zangarmarsh and head north round all the elite giants (really need to be level 68+ to avoid too much aggro) and loop east to the Temple of Telhamat. If your Alliance, ride/fly straight past. Horde should just detour slightly round to the south. Now head up into Mag'har Post and back down and around in The Pools of Aggonar. Complete a circuit of the pools and then head south to the Citadel. Drop down and then back up again and head toward the south eastern edge of The Great Fissure. Do a quick clockwise circuit of The Great Fissure and then head south and up into the Stonescythes main nesting area. Drop down into the Den Haal'esh and then north and east, following the mountains along to the Ruins of Sha'Naar.
You could also carry on mining Thorium. Rich Thorium viens will still be green until about 340. So refer back to the 1 to 300 guide for routes.
Mining 330 - 355 Mining Fel Iron and Adamantite
Estimated number of nodes to mine = 25
Move onto Nagrand for Adamantite mining and more Fel Iron mining.
Start at the entrance to Terokkar Forest and head west past Kil'Sorrow Fortress and round the back of Telaar and onto Oshu'gun. Follow the mountains round and upto the Ancestral Grounds. Now head east following the road down towards Telaar. Head east before Telaar and drop down into the valley that leads toward the Ring of Trials. Carry on heading east to the Windy Reed Village then head south and continue past the Burning Blade Ruins and back to your strating point.
Start at the entrance to Zangarmarsh and head east past the Laughing Skull Ruins and on toward the Throne of Elements. If your flying, scope out the Elemental Plateau for the nodes that spawn there. Now head back tot eh north side of Garadar and head towards Halaa. Drop down into the valley and pick up the nodes in the cave and then back up into Sunspring Post. Head towards the Ancestral Grounds and then north past the Forge Camps and up to Warmaul Hill. It's worth going through the main cave in Warmaul Hill as there is nearly always 2-4 nodes in there.
Mining 355 - 375
Mining Fel Iron and Adamantite
Estimated nymber of nodes to mine = 30
You can stay in Nagrand and repeat the above routes, but this time picking up all the Rich adamantite nodes you had to leave or you could:
Move onto Shadowmoon Valley.
Easiest route is to just follow the main road round in a circuit. Simple really, but I'll list a couple of the shorter routes I do as well, which really require a flying mount.
Starting at the Sanctum of the Stars, head south following the Path of Conquest to the edge of the world. Now go south east and over to Netherwing Ledge. Do a quick circuit and head back towards Dragonmaw Fortress area. Aim towards the Wardens Cage and then back down to the Snactum of the Stars.
Start at the entrance to Terokkar Forest and head north past Shadowmoon Village and onto Coilskar point. There is a cave here that normally has at least one node in, but I don't normally bother. Fly up to the Shattered Fields and then round the back of the Altar of Sha'tar. Now aim towards the Coilskar's to the south of Sha'tar and loop round The Hand of Gul'dan and onto The Deathforge. I find it's worth the effort to clear all the mobs inside for the number of nodes that are normally there, but you may not want to be bothered. Now head south west to Illidari Point and then north to the Legion Hold and back to where you started.
Guide created by Highlander from EU-Terenas realm since back in the days.
Original source: BlizzardGuides

Fury Warrior PVE Guide 3.3.5 by Dolice (Horde)
Talents + Glyphs
https://wotlk.evowow.com/?talent#LGbc0fhZhxe0Vbu0eRVzAo:oGMoz0
No exceptions on the glyphs there is a talent build with Enrage but it's pretty useless since you never want to take damage it's only useful on festergut and another thing to not the Enrage effect from the talent Enrage overwrites the Enrage effect from your Death Wish CD and you will end up losing 10% damage because of this, that's why it's only useful for festergut as the loss of the 10% damage over the duration of Death Wish (30 Seconds) outweighs itself since you will have 10% damage from the Talent Enrage almost all the time and over around a 3 minute fight that's more dps than an extra 10% damage once for 30 Seconds
BiS List (end Game)
Notes: Some of the items are Leather and One Ring and also the Hunter Weapon From LK 25 HC as your Ranged slot these are correct and don't let anyone tell you different however do not take Fal'inrush, Defender of Quel'thalas off a hunter that needs it, only roll on it if it's going for offspec or if nobody needs it your 2nd BiS Ranged Slot Item is Gluth's Fetching Knife from 10 Heroic
(HC) Sanctified Ymirjar Lord's Helmet
(HC) Penumbra Pendant
(HC) Sanctified Ymirjar Lord's Shoulderplates
(HC) Vereesa's Dexterity
(HC) Sanctified Ymirjar Lord's Battleplate
(HC) Toskk's Maximized Wristguards
(HC) Aldrianna's Gloves of Secrecy
(HC) Coldwraith Links
(HC) Sanctified Ymirjar Lord's Legplates
(HC) Apocalypse Advance
(HC) Frostbrood Sapphire ring
Ashen Band of Endless Vengeance
(HC) Sharpened Twilight Scale
(HC) Deathbringer's Will
(HC) Shadowmourne
(HC) Glorenzelg, High Blade of the Silver Hand
(HC) Fal'inrush, Defender of Quel'thalas
Gemming + Enchanting
In regard to gems: Gem strength until you hit around 50-60% passive armor penetration rating (arp, once you get to that amount, gem arp in EVERY SLOT (and I mean EVERY slot) until you hit 1400 arp (100%). When you get to the point that you are going ABOVE the arp cap, start gemming strength, strength/ crit, and/or strength/ hit (if needed)
Personally, I keep arp gems in blue and red slots, I like to go for socket bonuses when I can. After 100% arp, if below hit cap, put str/ hit gems in yellows until you get hit cap. After you have hit cap and arp cap, put str/ crit in yellows when the socket bonus is 6 or more strength. Other than that, strength wherever you can. You need at least 1 Nightmare Tear in somewhere in your setup, put it in the blue socket in your chest. You need it to activate the meta and it helps that you get that socket bonus. Don't use any other blue gem.
Stat order is: 5% hit> 26 Expertise> 1400 arp> Strength> Crit > Haste.
-Meta: Relentless Earthsiege Diamond
-Red: Fractured Cardinal Ruby/ Bold Cardinal Ruby
- Yellow: Etched Ametrine/ Inscribed Ametrine
-Blue: Nightmare Tear
Enchants
Helm: Arcanum of Torment
Shoulders: Greater Inscription of the Axe
Back: 22 Agility
Chest: +10 all stats
Bracers: Assault
Gloves: Crusher
Belt: Eternal Belt Buckle
Legs: Icescale Leg Armor
Boots: Icewalker (if below hit cap) / 32 Attack power
Weapons: Berserking on Both
Professions
Jewelcrafting for your 3 JC only gems (Priority Profession)
Blacksmithing for an extra 2 Sockets (engineering is also viable with the haste on-use enchant on your gloves)
No exceptions if you don't have enough gold to buy mats for Blackmithing / Engineering or can't be bothered farming, stop playing wow
Rotation
your rotation is fairly simple. Spam heroic strike, SPAM IT!!!! NEVER LET IT NOT BE UP. HS is your top damaging ability, you want to use it as much as possible. While doing that, use Bloodthirst and Whirlwind EVERY time they're off cooldown, using slam on every proc. When the boss is below 20% hp, just use your normal rotation, but use execute in fillers. Do NOT spam execute, it deals less damage and drains rage. If you are getting into very high end raiding, you will start putting rend into your rotation in frees, when you have bloothirst, whirlwind on cooldown, and no bloodsurge proc. The macro will be provided at the bottom.
This is the priority list:
Heroic Strike > Bloodthirst > Whirlwind > Slam(proc) > Execute.
Rotation:
Bloodrage > Queue Heroic Strike > Bloodthirst > Queue Heroic Strike > Whirlwind > Slam (if Procced) > Queue Heroic Strike
Tips / Cheese DPS
Deathbringer: Don't be afraid to wait 1-3 seconds to use WW if blood beasts are coming out soon. then replace Heroic strike in your rotation with cleave and cleave the fuck out of them, don't stop to target them, target saurfang and do your rotation while cleave spamming the blood beasts then once there down go back to your normal rotation
Always make sure BT + WW is on CD before using Slam Procs also keep in mind they use your Global Cooldown - don't rage starve yourself by using Heroic Strike at lower gear levels it'll take some time to get used to but try to think outside the box and think "can i fit in a heroic strike here and not starve myself" and you'll know if BT, WW, Slam Proc or Offhand Whites will generate you enough rage to fit in an Heroic Strike after some practice, another thing to note is your offhand whites will ALWAYS generate you rage no matter what even if it is dodged or parried the only difference is if it it actually hits or crits it'll give you more rage than if it's dodged / parried but that won't be as big of a deal if you are behind the boss as you should have 26 expertise in your Main hand and offhand so the boss will not be able to parry.
Macros
BT Macro
#showtooltip Bloodthirst
/equipslot 16 your mainhand here
/equipslot 17 your offhand here
/cast Berserker Stance
/cast Bloodthirst
Slam proc macro
#showtooltip Slam
/stopcasting
/cast Slam
/stopcasting
Shield Wall Macro (for Blood Queen Lanathel)
#showtooltip Shield Wall
/equipslot 16 your mainhand here
/equipslot 17 your shield here
/cast Defensive Stance
/cast Shield Wall
/cast Battle Stance
Rend Macro (needs to be hit 2 times)
#showtooltip Rend
/cast [stance:1] Rend; Battle Stance
/cast Berserker Stance
Slam Proc Heroic Strike Macro (very rage intensive use at 50+ rage)
#showtooltip Slam
/startattack
/cast !Heroic Strike
/stopcasting
/cast !Heroic Strike
/cast Slam
/cast !Heroic Strike
/stopcasting
/cast !Heroic Strike
/cast !Heroic Strike
Heroic Strike Execute Macro (very Rage intensive, use at 80+ Rage and only as filler at when WW, BT is on CD and no slam Procs)
#showtooltip Execute
/startattack
/cast Execute
/cast !Heroic Strike
Thank you for reading this guide feel free to whisper me in-game for any questions

World of Warcraft - Wrath of the Lich King
Mage PvE Class Guide Contact: vaxsysl at gmail dottity com
Table of content
*Use [keywords] to quickly navigate to wanted section.
Arcane Talent Spec 1. Talent spec - detailed explanation [Arc1] 2. Arcane dps rotation and CD usage [Arc2] 3. Gearing up, gems, enchants [Arc3]
Fire Talent Spec 1. Talent spec - detailed explanation [Fire1][FFB1] 2. Fire dps rotation and CD usage [Fire2] 3. Gearing up, gems, enchants [Fire3]
Mage and You 1. Race and professions [Mage1] 2. Mage in Raid [Mage2] 3. Macros [Mage3] 4. Addons & Interface [Mage4] 5. BiS item lists [Mage5]
BiS gearlists for both specs *Check [T7a], [T7], [T8], [T9], [T10a], [T10].
• Pre-Naxx gearing (for progressive realms)
• Tier 7 (Naxxramas, Eye of Eternity, Obsidian Sanctum)
• Tier 8 (Ulduar)
• Tier 9 (Trial of the Crusader, Onyxia’s Lair)
• Pre- ICC gearing (for standard 3.3.5a realms)
• Tier 10 (Icecrown Citadel, Ruby Sanctum)
Information
Greetings, fellow practitioner of Arcane arts! Before we begin, I’d just say it out loud that it’s best when one discovers things on their own. It etches in our memories differently and we know things by heart rather than from memory. It would be best for one to build specs and do all other things step by step on their own, and have someone ask questions until one comes with the final answer.
This guide is version 3.16, the 3.0 core finished on February 27th 2015 with many, many edits and lengthily postpones since I started playing mage in early 2012. It holds all the information necessary for one to come to know how Mage works in WotLK expansion! Have fun raiding and enjoy the game! If you have any questions or remarks, send me an e-mail and I’ll reply when I can. Last major edit happened in July 2017 and last tidbit explanation polishing happened in September 2018.
Because it is mostly inexperienced players looking for guides to check their knowledge, I filled this guide with many explanations. To ease up your reading, I have written *very* important things in bold, certain details will be underlined, and it may be in italic – and then the details are written in plain text. Type the [keyword] in the search box to read what you need The point is, this is not a pocket guide. If you're looking for one, well, either be smart about it or look elsewhere.
I will help you with any questions regarding either of the two mage specs. To mention it first, I unfortunately am not so fond of Arcane’s way of dpsing and I stopped playing it quite soon. Therefore, some of Arcane relevant information is more of what I know from theoretical point of view rather from practical, but you can be sure that it is right! If you have something to add about Arcane - or any part of the guide – please contact me so we may discuss it and thank you if you do so!
So! Let's have a chat about Mage dps, shall we? What spec(s) to get, explanation why the spec looks like it does, what gear to hunt, how to gem it, enchant it, and how to play mage in the raid environment.
Basic Mage Class Information
Mage is a pure dps class and is there to dish out the numbers. You bring Arcane Intellect buff to everyone, free food/drink via Ritual of Refreshment, portals to save HS after the raid as well as opening one during a break for players to quickly do something before it’s over. Mage can interrupt casts with Counterspell (although it has a long cooldown of 24 seconds it’s not really ideal but more like an emergency interrupter). You can help dealing with adds by applying slows (Cone of Cold, Frostbolt) and rooting them in place (Frost Nova). You can cast Polymorph to CC either one mob or one raider that's being mind controlled (polymorph regenerates HP, that way the raiders can survive!). You can assist the raid with Remove Curse, so when healers have their hands full go ahead and assist. On occasion you can Spell Steal fun buffs in encounters (or troll your fellow mind-controlled raiders in fun farm raids and taking away all of their buffs...and you yourself losing them later after SS's 2min buff limit wears out).
When it comes to gameplay, Mage is one of the most carefree casters in the game. You can move around instantly with Blink, which greatly reduces your casting downtime. Fire Ward and Frost Ward can be used to soak some damage (two talents can make this talent regen you mana and increase your spell power). Ice Block can be used in many ways, be it to guard against over-agrro, removing that one deadly encounter debuff, and it can also be used to guard against an incoming damage source that's aimed at you or you being in its way, saving you from death - once. Mirror Image has similar use - while it's a dps cooldown per default (and a potent one with T10 (4) set bonus!!), it also "pauses" your threat for as long the images are alive. Once they die or the duration expires, all the threat you did meanwhile will be added back, so keep an eye out on those threat meters. Invisibility does a similar thing - for as long as you are invisible, your threat is "paused" until you are revealed again. This is your third guard against over-agrro.
However, Mage as a class is the most fragile of all on its own - cooldowns aside, the point is that our health pool is low and our armor is the lowest. You can get nuked easily and a single attack from any mob in raids has a potential to one-shot us. That's why we have powerful cooldowns and learning how to use them best is one of the more important homeworks to do. Above mentioned "carefree" comes after you've mastered it.
So what’s better, Arcane or Fire? It depends on your raid group setup and your gear – and raid encounter. Both Arcane and Fire have their juice, so play what you find fun the most.
Arcane is not gear reliant, so it will perform well even with weak gears and limited raid buffs (you can't have ideal setup in 10man). It's expected to outdps Fire in stationary fights (single target). That being said, Arcane gives +3% damage buff to the raid, shared only with Retribution Paladins. While it has a simple two button rotation, Arcane is one of the burstiest dps specs in the game, so if there is an add that needs to be dpsed down asap, Arcane Mage is the player that’s to be supported with raid CDs – provided the mage doesn’t need to move a lot AND is top caster dps for that encounter/situation. Because of the incredible scaling with haste, this is easily achieved. The more the raid needs to move, the more dps is lost.
Fire is quite gear reliant – its fire you see, fire needs to be fed – and it performs good only with “high” gears (the higher your crit is, the better), and all the raid buffs as well. It has three-four abilities to dps. It has no rotation, but priority casts. Fire has a really steady dps and since two abilities out of three are instants, Fire can “cast and move” quite often, so it’s not as hindered on movement heavy encounters, making it perform better than Arcane in such situations. The longer the fight lasts, the more damage Fire will do with its 12% more damage on enemies at or below 35% HP.
And as for Frost… it's a leveling / PvP spec, it's way behind both Arcane and Fire in dps as all talents focus on some control rather than damage increase - but if the situation is so dire that raid has enough dps and no replenishment or needs massive add slowing, one could go Frost but it's sacrificing a lot of dps and its simply not worth it for serious raiding.
All information written is based on private WoW experience. By “private wow” I mean to say that some information might not be entirely „as true as it should be“– but unfortunately are like that on the servers that I am or was playing on. In other words, private server without bugs is something that does not exist. It had a chance, but I won’t bore you with donation greed that killed TrinityCore’s progress to make a stable and bug-free server free for all.
Let's begin. First come spec specific Arcane & Fire details, then general mage information, followed by BiS lists at the end. Happy reading!
Arcane Mage Talent Spec Details [Arc1]
Arcane DPS rotation in WotLK [Arc2]
Arcane Mage Gearing [ARC3]
Fire Mage [Fire1]
Fire Mage DPS Rotation in WotLK [Fire2]
Fire Mage gearing up in WotLK [Fire3]
Mage and You – Race & Professions [Mage1]
Mage in Raid (Arcane & Fire) – Your place in the group [Mage2]
Macros [Mage3]
AddOns & Interface [Mage4]
BiS Gearsets for all raiding tiers (25man) + pre-raid [Mage05]
The End [INFO2]
Wow, we’re done! I hope this guide has been helpful! Even though WotLK is at the end of its private WoW era, I still respond to emails and find time to edit some missing points. Please contact me if you have any observations or want to say thanks – or are interested in some of my other WoW class guides. Stay safe and enjoy the game! Change Log is below. Bye bye!

WoW WotLK Warrior Class Guide - Fury Two two-handed mean meat mincer.
Greetings dear reader! Few years past I have started writing Warrior Class Guide Compendium for Wrath of the Lich King expansion, and here you'll read the Fury part, though its a bit different than in the original document. Like all of my guides, the emphasis lies on the word detailed. If you're looking for a pocket guide that will tell you in short order what to take without any explanations of why, then either stop reading right now or be smart about it and look at the most important bits - bolds and colour. (Being all three spec guides in PvE and PvP alike, the complete length of the entire document is over 120 word pages long...so yeah, no way I will post all of it under one topic!)
True teaching lies not in telling what to do, but in periodically asking questions and giving examples until the student comes to the real conclusions themselves. It “etches” differently in our memory and it becomes our instinct, and more. I cannot be there for you so I have given reasons and provided examples, which that is the very reason why this guide is “long”. If you do something without in-depth awareness it's all for naught if you truly want to become serious.
Before we begin, I’d like to emphasis that this is a guide. The way of doing things I will present to you is not the only way. If you have found this guide helpful and/or think I should change or add explanations on something, do contact me! All feedback is welcomed and greatly appreciated! Now let’s begin, we all know warriors slash & smash and don't read.
Note: Due to wrong version save, BiS gearsets are not complete.
Table of Contents *Use [keyword] to quickly navigiate to wanted section.
[F0] Basic Fury Warrior information
[F1] Fury talent spec For 80 PvE raiding
[F2] How to DPS
[F3] Your place in the raid group
[F4] WotLK Warrior Macros
[F5] Addons
[F6] Race, Professions & Gearing
[F7] Best in Slot Gearsets (incomplete)
Basic Fury Warrior Information [F0] (and some general class stuff as well)
This is actually important. To say it short, you’re plate mdps that has AoE ability inside a rotation; you can interrupt spell casts, maneuver fast around the encounter area; and you can act as an “emergency tank” (as I like to call it, ET). Fury belongs to specs that heavily rely on their gear in order to give out an efficient performance. Being a warrior you use a lot of macros, even as Fury; and if you're walking around without a shield in your bags I'll bitch slap you like Shiva!
To be more detailed:
By the word "plate" I mean to say that you can take some punishment unlike cloth that gets one shotted (but even you cannot survive a single "slap" on hardmode/HM without CDs). Additionally, you can reduce healing strain by using Shield Wall (65% damage reduction total); Shield Block and Enraged Regeneration help too.
By having AoE ability inside your rotation, I meant to say that you should watch out when you must not break CC or when your allies are mind controlled. No one likes seeing warriors’ Whirlwind crit on them and no one likes it when someone wipes the raid doing something as stupid as that. It's an instant lootban or worse.
You can interrupt casts with Pummel or Shield Bash, so never go below 10 rage on encounters where your interrupt is important!
Utilize your Intercept, Intervene and possibly Heroic Fury to maneuver fast around the encounter and lose as little dps time as possible. Additionally, Intervene reduces target's total threat by 10% from all mobs in the battle (and intervenes one physical attack done against them), so keep that note somewhere in the back of your mind, it can be useful on encounters such as Sindragosa.
Emergency Tanking aka "ET"-ing is when the tank either dies or you are able to take over the tanking role for a short period of time. This behavior will be covered under its own section. It's worth saying that it's nothing that expected of you to do, merely that your class is capable of doing.
What is Rage? How does it work? Rage is warrior’s ability resource. Rage is generated by doing damage with auto attacks, getting damaged from any source, or by using rage-generating abilities or talents. Additionally, Rage is an unlimited resource – meaning that warriors don’t get “exhausted”, not needing (mana) breaks. Warriors stop when they DIE! However, reckless ability usage & stance dancing leads to rage starvation, a point when you can’t do anything until some generation occurs. You avoid doing that by thinking in advance. Worst-case scenario(s) you can find yourself in is not having rage, having no rage-generating abilities available and are unable to attack. You. Do. Nothing.
Excluding normal melee weapon attacks – and getting damaged – there are several talents and abilities helping us with rage. Bloodrage and Charge are your only two default rage-generating abilities. You can increase your rage gain from physical sources for a small amount by using Berserker Rage, but that cooldown is ideally saved to prevent fears and other effects from affecting you. That being said, special notice goes to two offensive abilities – Heroic Strike and Cleave. They change your main hand auto attack into special attack, preventing rage generation from auto-attack source (fury has offhand weapon to generate rage with). It’s why they’re called rage dumps.
Lastly, there’s stance dancing to be mentioned (changing your stance to use special abilities and losing extra rage). This term is mostly for PvP, but even in PvE, a badly timed stance dance can lead to bad results (e.g. Fury Warrior going to Rend and losing rage generated by auto attacks, that’s bad!). Warriors keep 10-25 rage per changing stances depending on Tactical Mastery talent (passive Stance Mastery is learned on level 20). Unless the situation you find yourself is “now or never”, you aim to dump any excess rage before swapping. Goal is to avoid finding yourself rage-starved – or rage capped. There’s nothing wrong in having 100/100 rage, but any rage you “lost” over the cap or to stance swap should have ideally been going into HS/Cleave or any other viable ability usage; whereas having small amount of rage can leave you handicapped for the moment. Learn when it’s ideal to change stance for different ability usages and pay close attention to your weapon swing timer (via addon, I'm using Quartz myself).
There is an equation which determines just how much rage you are generating when you hit or are hit, but I won't be bothering you with it and simply state that the harder you hit and the harder you are hit, the more rage is generated. If you want to know just how much you generate, go hit a target (not a dummy) and take note.
Fury Talent Spec For 80 PvE Raiding [F1]
Fury Warrior - How to DPS [F2] I stick them with the pointy end, right?
Your place in the raid group [F3] I will crush! I will destroy! I will…oooh, shiny!
WotLK Warrior Macros [F4] To access macros, type /m or go to game menu and select Macros.
Addons [F5] Dem useful gadgets!
Fury Warrior – Race, Professions & Gearing [F6]
Best in Slot gearsets [F7]

Hey guys,
I was hoping to see if any of you were experienced Fury Warriors and could provide me with guide that incrementally outlines the skills to choose while levelling as a Fury Warrior. If you have located a correct guide to work off of, I would love to check it out too! Additionally, a max level rotation would also be great!
There is a lot of information online and I have trawled through a lot of it. However, it is difficult to determine what is correct and what is relevant to the 3.3.5a patch.
Any other tips, tricks and guidance would be hugely appreciated!
Cheers!
Syn